#define WATER_DROP_BOOST 4
-enum NeighborType {
- NEIGHBOR_UPPER,
- NEIGHBOR_SAME_LEVEL,
- NEIGHBOR_LOWER
-};
-struct NodeNeighbor {
- MapNode n;
- NeighborType t;
- v3s16 p;
-};
-
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
DSTACK(__FUNCTION_NAME);
v3s16 p0 = m_transforming_liquid.pop_front();
MapNode n0 = getNodeNoEx(p0);
-
- /*
- Collect information about current node
- */
- s8 liquid_level = -1;
- u8 liquid_kind = CONTENT_IGNORE;
- LiquidType liquid_type = content_features(n0.d).liquid_type;
- switch (liquid_type) {
- case LIQUID_SOURCE:
- liquid_level = 8;
- liquid_kind = content_features(n0.d).liquid_alternative_flowing;
- break;
- case LIQUID_FLOWING:
- liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
- liquid_kind = n0.d;
- break;
- case LIQUID_NONE:
- // if this is an air node, it *could* be transformed into a liquid. otherwise,
- // continue with the next node.
- if (n0.d != CONTENT_AIR)
- continue;
- liquid_kind = CONTENT_AIR;
- break;
- }
-
+
+ // Don't deal with non-liquids
+ if(content_liquid(n0.d) == false)
+ continue;
+
+ bool is_source = !content_flowing_liquid(n0.d);
+
+ u8 liquid_level = 8;
+ if(is_source == false)
+ liquid_level = n0.param2 & 0x0f;
+
+ // Turn possible source into non-source
+ u8 nonsource_c = make_liquid_flowing(n0.d);
+
/*
- Collect information about the environment
- */
- v3s16 dirs[6] = {
- v3s16( 0, 1, 0), // top
- v3s16( 0,-1, 0), // bottom
- v3s16( 1, 0, 0), // right
- v3s16(-1, 0, 0), // left
- v3s16( 0, 0, 1), // back
- v3s16( 0, 0,-1), // front
- };
- NodeNeighbor sources[6]; // surrounding sources
- int num_sources = 0;
- NodeNeighbor flows[6]; // surrounding flowing liquid nodes
- int num_flows = 0;
- NodeNeighbor airs[6]; // surrounding air
- int num_airs = 0;
- NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
- int num_neutrals = 0;
- bool flowing_down = false;
- for (u16 i = 0; i < 6; i++) {
- NeighborType nt = NEIGHBOR_SAME_LEVEL;
- switch (i) {
- case 0:
- nt = NEIGHBOR_UPPER;
- break;
- case 1:
- nt = NEIGHBOR_LOWER;
- break;
- }
- v3s16 npos = p0 + dirs[i];
- NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
- switch (content_features(nb.n.d).liquid_type) {
- case LIQUID_NONE:
- if (nb.n.d == CONTENT_AIR) {
- airs[num_airs++] = nb;
- // if the current node happens to be a flowing node, it will start to flow down here.
- if (nb.t == NEIGHBOR_LOWER)
- flowing_down = true;
- } else {
- neutrals[num_neutrals++] = nb;
+ If not source, check that some node flows into this one
+ and what is the level of liquid in this one
+ */
+ if(is_source == false)
+ {
+ s8 new_liquid_level_max = -1;
+
+ v3s16 dirs_from[5] = {
+ v3s16(0,1,0), // top
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<5; i++)
+ {
+ bool from_top = (i==0);
+
+ v3s16 p2 = p0 + dirs_from[i];
+ MapNode n2 = getNodeNoEx(p2);
+
+ if(content_liquid(n2.d))
+ {
+ u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+ // Check that the liquids are the same type
+ if(n2_nonsource_c != nonsource_c)
+ {
+ dstream<<"WARNING: Not handling: different liquids"
+ " collide"<<std::endl;
+ continue;
}
- break;
- case LIQUID_SOURCE:
- // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
- if (liquid_kind == CONTENT_AIR)
- liquid_kind = content_features(nb.n.d).liquid_alternative_flowing;
- if (content_features(nb.n.d).liquid_alternative_flowing !=liquid_kind) {
- neutrals[num_neutrals++] = nb;
- } else {
- sources[num_sources++] = nb;
+ bool n2_is_source = !content_flowing_liquid(n2.d);
+ s8 n2_liquid_level = 8;
+ if(n2_is_source == false)
+ n2_liquid_level = n2.param2 & 0x07;
+
+ s8 new_liquid_level = -1;
+ if(from_top)
+ {
+ //new_liquid_level = 7;
+ if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
+ new_liquid_level = 7;
+ else
+ new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
}
- break;
- case LIQUID_FLOWING:
- // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
- if (liquid_kind == CONTENT_AIR)
- liquid_kind = content_features(nb.n.d).liquid_alternative_flowing;
- if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) {
- neutrals[num_neutrals++] = nb;
- } else {
- flows[num_flows++] = nb;
- if (nb.t == NEIGHBOR_LOWER)
- flowing_down = true;
+ else if(n2_liquid_level > 0)
+ {
+ new_liquid_level = n2_liquid_level - 1;
}
- break;
- }
- }
-
- /*
- decide on the type (and possibly level) of the current node
- */
- u8 new_node_content;
- s8 new_node_level = -1;
- if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
- // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
- // or the flowing alternative of the first of the surrounding sources (if it's air), so
- // it's perfectly safe to use liquid_kind here to determine the new node content.
- new_node_content = content_features(liquid_kind).liquid_alternative_source;
- } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
- // liquid_kind is set properly, see above
- new_node_content = liquid_kind;
- new_node_level = 7;
- } else {
- // no surrounding sources, so get the maximum level that can flow into this node
- for (u16 i = 0; i < num_flows; i++) {
- u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
- switch (flows[i].t) {
- case NEIGHBOR_UPPER:
- if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) {
- new_node_level = 7;
- if (nb_liquid_level + WATER_DROP_BOOST < 7)
- new_node_level = nb_liquid_level + WATER_DROP_BOOST;
- }
- break;
- case NEIGHBOR_LOWER:
- break;
- case NEIGHBOR_SAME_LEVEL:
- if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
- nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) {
- new_node_level = nb_liquid_level - 1;
- }
- break;
+
+ if(new_liquid_level > new_liquid_level_max)
+ new_liquid_level_max = new_liquid_level;
}
- }
- // don't flow as far in open terrain - if there isn't at least one adjacent solid block,
- // substract another unit from the resulting water level.
- if (!flowing_down && new_node_level >= 1) {
- bool at_wall = false;
- for (u16 i = 0; i < num_neutrals; i++) {
- if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
- at_wall = true;
- break;
+ } //for
+
+ /*
+ If liquid level should be something else, update it and
+ add all the neighboring water nodes to the transform queue.
+ */
+ if(new_liquid_level_max != liquid_level)
+ {
+ if(new_liquid_level_max == -1)
+ {
+ // Remove water alltoghether
+ n0.d = CONTENT_AIR;
+ n0.param2 = 0;
+ setNode(p0, n0);
+ }
+ else
+ {
+ n0.param2 = new_liquid_level_max;
+ setNode(p0, n0);
+ }
+
+ // Block has been modified
+ {
+ v3s16 blockpos = getNodeBlockPos(p0);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL)
+ modified_blocks.insert(blockpos, block);
+ }
+
+ /*
+ Add neighboring non-source liquid nodes to transform queue.
+ */
+ v3s16 dirs[6] = {
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<6; i++)
+ {
+ v3s16 p2 = p0 + dirs[i];
+
+ MapNode n2 = getNodeNoEx(p2);
+ if(content_flowing_liquid(n2.d))
+ {
+ m_transforming_liquid.push_back(p2);
}
}
- if (!at_wall)
- new_node_level -= 1;
}
-
- if (new_node_level >= 0)
- new_node_content = liquid_kind;
- else
- new_node_content = CONTENT_AIR;
}
-
- /*
- check if anything has changed. if not, just continue with the next node.
- */
- if (new_node_content == n0.d && (content_features(n0.d).liquid_type != LIQUID_FLOWING ||
- ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
- ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
- == flowing_down)))
+
+ // Get a new one from queue if the node has turned into non-water
+ if(content_liquid(n0.d) == false)
continue;
-
-
- /*
- update the current node
- */
- bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
- n0.d = new_node_content;
- if (content_features(n0.d).liquid_type == LIQUID_FLOWING) {
- // set level to last 3 bits, flowing down bit to 4th bit
- n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
- } else {
- n0.param2 = 0;
- }
- setNode(p0, n0);
- v3s16 blockpos = getNodeBlockPos(p0);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL)
- modified_blocks.insert(blockpos, block);
-
+
/*
- enqueue neighbors for update if neccessary
- */
- switch (content_features(n0.d).liquid_type) {
- case LIQUID_SOURCE:
- // make sure source flows into all neighboring nodes
- for (u16 i = 0; i < num_flows; i++)
- if (flows[i].t != NEIGHBOR_UPPER)
- m_transforming_liquid.push_back(flows[i].p);
- for (u16 i = 0; i < num_airs; i++)
- if (airs[i].t != NEIGHBOR_UPPER)
- m_transforming_liquid.push_back(airs[i].p);
- break;
- case LIQUID_NONE:
- // this flow has turned to air; neighboring flows might need to do the same
- for (u16 i = 0; i < num_flows; i++)
- m_transforming_liquid.push_back(flows[i].p);
- break;
- case LIQUID_FLOWING:
- for (u16 i = 0; i < num_flows; i++) {
- u8 flow_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
- // liquid_level is still the ORIGINAL level of this node.
- if (flows[i].t != NEIGHBOR_UPPER && ((flow_level < liquid_level || flow_level < new_node_level) ||
- flow_down_enabled))
- m_transforming_liquid.push_back(flows[i].p);
+ Flow water from this node
+ */
+ v3s16 dirs_to[5] = {
+ v3s16(0,-1,0), // bottom
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<5; i++)
+ {
+ bool to_bottom = (i == 0);
+
+ // If liquid is at lowest possible height, it's not going
+ // anywhere except down
+ if(liquid_level == 0 && to_bottom == false)
+ continue;
+
+ u8 liquid_next_level = 0;
+ // If going to bottom
+ if(to_bottom)
+ {
+ //liquid_next_level = 7;
+ if(liquid_level >= 7 - WATER_DROP_BOOST)
+ liquid_next_level = 7;
+ else
+ liquid_next_level = liquid_level + WATER_DROP_BOOST;
+ }
+ else
+ liquid_next_level = liquid_level - 1;
+
+ bool n2_changed = false;
+ bool flowed = false;
+
+ v3s16 p2 = p0 + dirs_to[i];
+
+ MapNode n2 = getNodeNoEx(p2);
+ //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
+
+ if(content_liquid(n2.d))
+ {
+ u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+ // Check that the liquids are the same type
+ if(n2_nonsource_c != nonsource_c)
+ {
+ dstream<<"WARNING: Not handling: different liquids"
+ " collide"<<std::endl;
+ continue;
+ }
+ bool n2_is_source = !content_flowing_liquid(n2.d);
+ u8 n2_liquid_level = 8;
+ if(n2_is_source == false)
+ n2_liquid_level = n2.param2 & 0x07;
+
+ if(to_bottom)
+ {
+ flowed = true;
}
- for (u16 i = 0; i < num_airs; i++) {
- if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0))
- m_transforming_liquid.push_back(airs[i].p);
+
+ if(n2_is_source)
+ {
+ // Just flow into the source, nothing changes.
+ // n2_changed is not set because destination didn't change
+ flowed = true;
+ }
+ else
+ {
+ if(liquid_next_level > liquid_level)
+ {
+ n2.param2 = liquid_next_level;
+ setNode(p2, n2);
+
+ n2_changed = true;
+ flowed = true;
+ }
}
+ }
+ else if(n2.d == CONTENT_AIR)
+ {
+ n2.d = nonsource_c;
+ n2.param2 = liquid_next_level;
+ setNode(p2, n2);
+
+ n2_changed = true;
+ flowed = true;
+ }
+
+ //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
+
+ if(n2_changed)
+ {
+ m_transforming_liquid.push_back(p2);
+
+ v3s16 blockpos = getNodeBlockPos(p2);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL)
+ modified_blocks.insert(blockpos, block);
+ }
+
+ // If n2_changed to bottom, don't flow anywhere else
+ if(to_bottom && flowed && !is_source)
break;
}
-
+
loopcount++;
//if(loopcount >= 100000)
- if(loopcount >= initial_size * 10) {
+ if(loopcount >= initial_size * 1)
break;
- }
}
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}